fearlessengineer333 wrote: ↑Wed Aug 09, 2023 4:37 am
Killerzone101 wrote: ↑Wed Aug 09, 2023 4:20 am
fearlessengineer333 wrote: ↑Wed Aug 09, 2023 4:15 am
Is that even in the game? What class casts it or what npc have you seen cast it?
Hi there.
Nope its not in the game its a custom spells mod. But the items etc are all part of the game. I can basically use summon item using cheat engine and works perfectly, but i cant seem to get the spell using addspells what i mean is when u use that mod the spells are cluttered and i only want few spells from it so it will be nice and clean on my hotbar.
Well try clicking on the script on the latest CE build for a spell and change the ID to this Projectile_MagicMissileofTheGods. It will either work or CTD your game. On the minus side, installing mods mean you can uninstall the mod and your save will be clean, using CE will force it into your build and might corrupt your save. The script is already there.
console command > random cheats > add spell
So tried using that. I managed to open the pak file ( extract ) -
new entry "Projectile_MagicMissileofTheGods"
type "SpellData"
data "SpellType" "Projectile"
data "SpellContainerID" "FU_Library_Default"
data "Level" "1"
data "SpellSchool" "Evocation"
data "SpellProperties" "DealDamage(8d8+1,Force);DealDamage(4d6,Fire);GROUND:SurfaceChange(Ignite);GROUND:SurfaceChange(Vaporize);GROUND:CreateSurface(1,0,Grease);GROUND:CreateSurface(1,0,Fire)"
data "TargetRadius" "30"
data "AmountOfTargets" "5"
data "TargetConditions" "not Self() and not HasStatus('SHIELD')"
data "ProjectileCount" "1"
data "Angle" "120"
data "Template" "348013df-7958-4ca9-ac9f-80337e054bee"
data "Trajectories" "348013df-7958-4ca9-ac9f-80337e054bee,b1834cff-1cc5-64e5-ee28-70884abbee7d,13cbd9e4-c391-471e-bcbd-a9384d028090,7bff57fa-fd21-4ab3-9384-83fb14237690,b06fe393-767a-481d-9ef7-44b673775da0"
data "Icon" "Spell_MagicMissilesOftheGods"
data "DisplayName" "h8bcf84b0g2e07g4d75ga186g4e1df34701c5;1"
data "Description" "h0070cc7bg1ea3g4e14gbb1fgbcbb81e98933;1"
data "DescriptionParams" "DealDamage(8d8+1,Force);DealDamage(4d6,Fire)"
data "TooltipDamageList" "DealDamage(8d8+1,Force);DealDamage(4d6,Fire)"
data "PrepareEffect" "f9785481-e126-4499-b00e-f36fa02cd196"
data "CastEffect" "655f8b6b-f392-4c5d-8d74-d2a9df5f8f9d"
data "PreviewCursor" "Cast"
data "CastTextEvent" "Cast"
data "CastSound" "Spell_Cast_Damage_Force_MagicMissile_L1to3"
data "CycleConditions" "Enemy() and not Dead()"
data "UseCosts" "ActionPoint:0"
data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0(SPL_Arcane_Damage_01_Prepare),,;,,;38cdb41c-2eec-4e03-bb31-83cff0346c35(SPL_Somatic_Projectile_01_Cast),,;85414f5f-b448-4dda-9370-1b6c4b38b561(SPL_Somatic_Projectile_01_Recover),,;d8925ce4-d6d9-400c-92f5-ad772ef7f178(SPL_Arcane_Damage_01_Loop),,;,,"
data "VerbalIntent" "Damage"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful"
data "HitAnimationType" "MagicalDamage_External"
data "RechargeValues" "6"
data "MemoryCost" "1"
So -
added this to script - local spell = "Projectile_MagicMissileofTheGods"
Doesnt seem to work. Feel like im doing something wrong.